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Cobra Technicians
Strength 5d |
Agility 4d |
Intellect 6d |
Willpower 4d |
Powers:
(none)
Equipment:
Dragunov Sniper Rifle: this Russian-built, semi-automatic rifle is built primarily with assassinations in mind, though it can be used in a firefight in a pinch. The gun itself fires rather large shells, making it act as a +5 weapon, though it can also be used to fire a small burst that allows it to act as a +6 weapon in a pinch. It is also equipped with a scope, offering +1 to hit in sniping situations.
Knife: though they'd rather not do so, all Cobra techies are equipped to fight hand to hand in the event that they completely run out of ammunition (and they usually carry several spare clips to prevent this). These blades are of material strength 12, and in a Cobra technician's hands, they can be used as +2 weapons with each deadly strike.
Pistol: in the event that one's Dragunov is disabled, a Cobra techie always has a spare handgun handy, stored in a convenient shoulder holster for quick access. These guns can be used to fire a single shot, acting as a +4 weapon, or a short burst which drains the entire clip, but increases their effectiveness to +5. The clip can presumably hold 8 rounds before it needs reloaded.
Hindrances:
(none)
Skills:
Boxing: all Cobra techies are trained in at least one form of unarmed combat once they hook up with the group, if they don't already have one under their belt. A majority learn the fine art of boxing, allowing them to divide their pre-cardplay action score between two unarmed melee attacks per exchange, the last of which will occur as a contingent action.
Marksmanship: a given prerequisite, all Cobra operatives must have the ability to use a gun in combat; if they don't have it upon joining Cobra, they are trained - and quickly. Any Cobra technician can use a regular, semi-automatic, or fully automatic gun or rifle with proficiency, doing so at one difficulty level lower than is normally required.
Military: a quasi-military organization, Cobra encourages an easily recognizable (to those within, at least) command structure. As such, those not bringing experience in such matters tend to pick it up quickly, in order to rise through the ranks; those who don't typically stay at the bottom. This skill gives Cobra technicians an edge concerning military protocols and regulations.
Technical Skill: in addition to their essential combat skills, all Cobra technicians have at least one, well, technical skill. Most of these are Intellect based skills, such as Electronics, Computers, Bionics, or Mechanics, though some do have skills of other suits; these specialized technicians are to be determined on a case by case basis, as they are needed.
Calling:
Various Callings: the vast, vast majority of Cobra operatives have joined up for their own, evil purposes, so choose a villainous calling and go with it! Nominally, Cobra technicians are motivated by Greed or aspirations of World Domination, but anything else can really apply. Some, however, even go so far as having motivations of an Explorer kind - if in an unethical sort of way.
Costume:
The standard Cobra technician uniform consists of a blue jumpsuit that bears the Cobra sigil, in red, on the front upper torso, accompanied by blue gloves. The uniform is then further complemented with black boots, black knee-pads, a black strap-on knife sheath, a black, pouch-riddled belt, black webbing with a shoulder holster for the techie's pistol, and a red face mask.
Personality:
Being less combat-related than your average Cobra operative, these technicians tended to fill a more 'behind the scenes' sort of role, showing up only on missions where their particular expertise was necessary. As such, these operatives were more likely than their fellows to cave in to violence aimed at their persons; they may be fanatics, but they're not battle-hardened fanatics.
Notes:
During the formative stages of the terrorist outfit known as Cobra, these operatives seemed to perform those sundry, yet vital technical duties that were required to keep such a group functioning. Telephone operators, electronics technicians, mechanical geniuses, and so on. However, they were eventually replaced by various other ranks, such as the Tele-Viper, with more distinctive equipment and uniforms.
Extra Goodies:
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